Far Cry Instincts .xbg

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Far Cry Instincts .xbg

Post by StreamThread » Mon Mar 28, 2016 8:27 pm

Hello. I very want to open Far Cry Instincts models files.
It is *.XBG format, but another than in Dunia1\2 engines. I guess that its can be modified Crytek .CGF format.
I absolute novice in hexing, and how much I tried, i can't get correct meshes in Hex2Obj.

Please look this files: http://www.mediafire.com/download/8vz40 ... _Models.7z

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Re: Far Cry Instincts .xbg

Post by zaramot » Mon Mar 28, 2016 9:17 pm

Yeah, looks like modified CryTek, though modified quite good. Format is pretty straightforward, I'm sure someone will make a tool for model import
Making model-import scripts, PM

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Re: Far Cry Instincts .xbg

Post by shakotay2 » Mon Mar 28, 2016 11:11 pm

StreamThread wrote:, and how much I tried, i can't get correct meshes in Hex2Obj.
yep, there is some hurdle:
Doesn't look like a hat, for sure. :D
edit: well, was 8 bytes off
Rangerhat.jpg
UVpos is 8.
zaramot wrote:[...], I'm sure someone will make a tool for model import
there aren't too many "someones" atm :D

And meanwhile many requesters seem to use 3D rippers (at least on PC).
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Far Cry Instincts .xbg

Post by Wobble » Tue Mar 29, 2016 3:00 pm

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:44 am, edited 1 time in total.

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Re: Far Cry Instincts .xbg

Post by StreamThread » Tue Mar 29, 2016 3:22 pm

Thanks a lot all for help!
Wobble wrote: I get repeated indices (0,0...), (14,14...) (41,41...)

Double parts of geometry and vertices it is can be something like collision data (optimization for console). I just guess.

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Re: Far Cry Instincts .xbg

Post by shakotay2 » Tue Mar 29, 2016 3:28 pm

Wobble wrote: I get repeated indices (0,0...), (14,14...) (41,41...)
hex2obj uses this standard (?) algo (which excludes doubles) for creating face indices in (tri) Strip mode: viewtopic.php?f=16&t=12804&p=116367#p116367
(see post as of Sat Feb 27, 2016 12:12 am)

Seems to work in 99.9% of the cases...
but I admit there might be formats where it does not.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Far Cry Instincts .xbg

Post by Wobble » Wed Mar 30, 2016 12:05 am

[out]
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Re: Far Cry Instincts .xbg

Post by shakotay2 » Wed Mar 30, 2016 12:09 pm

Wobble wrote:Where are vertex/trig/index counts, where is vertex format size?
(well, I know harder mysteries. :D )
boat01.xgb, offset 0x03A0: 32 01 18 00 8C 00
(FI count, FVFsize, vertex count of 2nd submesh)
For the fst one it's at 0x37C.

Uploaded samples are low poly:
boat01_xbg.JPG
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Far Cry Instincts .xbg

Post by Wobble » Wed Mar 30, 2016 3:25 pm

[out]
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Re: Far Cry Instincts .xbg

Post by Wobble » Wed Mar 30, 2016 4:01 pm

[out]
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Re: Far Cry Instincts .xbg

Post by StreamThread » Wed Mar 30, 2016 6:49 pm

shakotay2 wrote:
Uploaded samples are low poly:
boat01_xbg.JPG
It is original detalization in game. In Far Cry Instincts Predator some models are most highpoly. Characters, vehicles and weapons in particular. But nobody did a unpacker of Predator's DAT archives :(

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Re: Far Cry Instincts .xbg

Post by shakotay2 » Wed Mar 30, 2016 7:30 pm

uvs? Yeah, a mystery - for the fst submesh they're overlapping or whatever.
For the 2nd one UVpos=8 is okay:
boat01_2ndSM.jpg
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Far Cry Instincts .xbg

Post by Wobble » Wed Mar 30, 2016 9:51 pm

[out]
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Re: Far Cry Instincts .xbg

Post by StreamThread » Wed Mar 30, 2016 11:01 pm

Wobble wrote: Do you have textures for these models to test UVs?

"\Objects_xbox\Vehicles\JetSki\JetSki_Val_DF.xbt"
"\objects_xbox\vehicles\jetski\jetski_nt.xbt"

Looks like diffuse (DF) and normal texture (nt).
Im using Far Cry Evolution BMS script. After unpacking, all models, textures and other gamefiles are in garbage of *.dat files, and each of this files should be identified manually.
Textures with DXT 3\DXT 5 compression. TextureFinder_v21 open it, but with some artefacts.

This texture loos like Jetski:
Image

Unpacked level Training_00: http://www.mediafire.com/download/hz3kd ... raining.7z

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Re: Far Cry Instincts .xbg

Post by Wobble » Thu Mar 31, 2016 12:36 am

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:43 am, edited 1 time in total.

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